Re: Luabind: derived classes!

Daniel Wallin <[email protected]>
Newsgroups gmane.comp.lang.lua.bind.user
Message-ID <[email protected]>
neosettlers wrote:
> Hello again,
> 
> Intro: The way I ve implemented Lua in my project is considering that
> the API can be compiled with or witout Lua. To achieve this, I ve
> created a dummy Script class, so I don’t propagate lua in the entire
> project.
[...]
> No matching overload found, candidates:
> void AddScript(Object&,Script*)
> 
> CreateScript creates a LUA_Script* and return a Script* but when passed in
> myObject:AddScript(myScript); it is considered to be a LUA_Script wich
> it is indeed… but there is no C++ match.
> 
> In pure C++ this would be legal but Luabind doesn’t seem to like that at
> all, any elegant way to make this work?

It should work, provided that you actually register your Script class.
Are you sure this is the actual code you are using? It would help a lot
if you can reduce this to a real failing test case, something I can
compile and run without making changes.

-- 
Daniel Wallin
BoostPro Computing
http://www.boostpro.com

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